Super-Sheriffs of Sagan City
Posted on Sun Dec 06 2015 -- sssc supers
I've been running a
play-by-post game with an overly long name. It's
a superhero game with the PCs set on another planet,
the first off-world Earth colony.
This isn't a post about the whole game, which you
can read online here. Instead, it's a run-down
of my favorite moments from the game.
- The whole session was orientation. PCs got to know
each other, stories were swapped, team tactics were developed.
- The Ikarus-Compound partnership gets its start here.
Session 2, in space:
- Apollo. Yeah, he's an NPC, but I loved
playing this guy. Look at his icon and you'll
know instantly who he is. Compound needs metal to armor
himself up? Apollo uses his powers to wreck the transport
ship, also creating a cloud of debris to provide
cover against a group of attackers.
- This is everyone's first fight scene and every PC's
personality is shining through in terms of their
- Exodus trolling Blink, and vice versa.
- Compound's first thought is the safety of the
enemy pilots — there weren't any, but Bluescreen
later compliments him on his compassion.
Session 2, Sagan City:
- The psychic microorganisms of Gaia need an emotional
focus. Every PC gets to recount their best memory, creating
a bond with their new living badges.
- Blink's best memory is freedom.
- Ikarus's best memory is flight.
- For Compound, it's the superheroine Illumina,
- Zarya's most positive emotion isn't a memory,
but an ideal.
Session 2, the McDowell homestead:
- Ikarus' player narrates some local insect life, which become
more relevant later. It was one of those
throw-it-in details that I love getting
from players, then expanding on.
- Everyone's teamwork kicked into high gear when fighting
the phasing worm. With a human family, some harmless
if huge local wildlife, and a mindless predator, the team
acquitted itself well.
- Compound got to talk about what makes a monster at the
- This was kind of a rough session in terms of pacing,
but I learned some valuable lessons from it.
- I liked creating Ddungu — a native lifeform
that communicates using others' memories, and acts
as a "god" to its creatures by being
a central clearing house for the herd's collective
memory and knowledge.
- Another fight against the mysterious aliens from earlier,
now identified as "Harvesters".
- We started introducing some actual compels here. Compound falls
through the ground and discovers Tao and the
- The team did a great job of organizing and fighting
- Blink got wounded (though not seriously, given a super's
healing factor) and did a great job portraying
- Compound stood up to Tao to defend Illumina.
- The Magic School Bus.
Session 5, Sagan City:
- Compound and Blink interacting. Compound is doing his best
to come up with a plan, but Blink is concerned
about the direction it's going.
Session 5, Sunrise:
- This was a short session, but watching the PCs attempting
communication with Lily — their first alien lifeform,
not a machine like the Harvesters —
Session 5, Ikarus and Pyrepower:
- Ikarus and Pyrepower, Mr. Big's apprentice, meet up.
- This session was made of win. A hesitant, shy, and very
young hero is flirted at by a confident, if troubled,
- In particular, watching Ikarus squirm as Pyrepower
gets angry at him repeatedly.
- The others show up just in time to avert…smooching?!
- The unified power origin does a lot for me narratively,
but it let me do one awesome little bit of characterization:
Pyrepower "tickling" Ikarus with her powers.
Session 5, Bester's Gulch:
- The team confronts Mr. Big and his entire crew of supervillains.
- Blink may not be in the best shape to bargain, but
she definitely roleplays "poor impulse control"
in a credible way, without coming off as too loose
- Blink's behavior didn't warrant a compel, but
we got another one that defined the session. Compound's
extremely funny, but misguided, advice to Ikarus about
sex left even Mr. Big laughing. Unfortunately Ikarus took
it far too personally (the player, of course, did
- Ikarus' powers exploded. While Blink pulled the Wu
family away to safety, the others did their best
to contain the blast. Even Pyrepower ran forward
to help out, though she was pushed aside initially.
- The explosion was the sort of thing I love
seeing: we had a compel which the group agreed
was a great idea, we had a specific bad outcome
from it (which I turned into a challenge, just
because), and people were stepping up and ready
to spend Fate points on behalf of this thing.
Multiple people were ready to pay 1 or 2 FP to contribute
to this effort. That's how I can tell people
are into the scene.
This is where the game is currently at, so the last part
of session 5 isn't done yet. I'm looking forward
to seeing how it changes the tenor of negotiation.